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PlayStation Eye Sample addition - #174

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TheMrIron2 merged 5 commits into
ps3dev:masterfrom
AcidGunner:master
Nov 2, 2026
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TheMrIron2 merged 5 commits into
ps3dev:masterfrom
AcidGunner:master

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@AcidGunner

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With the power of AI, I was able to make the PlayStation Eye work properly on a PSL1GHT environment. So it would probably be something good to include in the samples, because the current camera samples are heavily outdated.
2026-10-28 22-15-12 mp4_snapshot_00 36 355

@IvanPashaev IvanPashaev left a comment

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so cool

@AcidGunner

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so cool

image

@TheMrIron2 TheMrIron2 left a comment

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It's good that we're fixing up the old camera sample. I can't test this on a camera myself. I left two code comments and I have a more general one.

This sample is written entirely around tiny3D. That would probably be fine for a homebrew app, but tiny3D is a legacy abstraction. I'd rather avoid the precedent of using a legacy library for new samples. Since this sample is meant to demonstrate the camera API, I think it would be better to use our native RSX interfaces like the existing camera sample.

It should also be added to the higher level makefile at samples/input/Makefile once it's done.


void LoadTexture()
{
u32 * texture_mem = tiny3d_AllocTexture(48*1024*1024);

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Is a 48MB allocation necessary for a 640x480 frame?

u32 readcount = 0;

cameraRead(0, &frame, &readcount);
UpdateCameraTexture((const u8 *)(u64)camInfo.buffer);

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The current code is calling UpdateCameraTexture even when cameraRead fails or has no new data.

@AcidGunner

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I mean idk, I mainly used stuff from my acidsamplev2. and tbh, im not really familiar with actual memory allocation since im still in a beginner level (I suppose)😔

@AcidGunner

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ok i updated stuff i think the 4mb allocation is good😅

@TheMrIron2

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Thanks. Both of your changes fix the comments I left. 4MB seems fine.

Unfortunately, we still can't accept the PR until tiny3D is gone. Tiny3D is a portlib, not part of the core PSL1GHT SDK, and it is also no longer maintained. If you still have a willing AI agent, perhaps you could point it at the original camera sample and its includes to refactor your sample with only core PSL1GHT libraries, ie. gcm.

Out of interest, what was the problem you found with the original camera sample? I can't test it, and I can see the code is very old, but I would be interested to know what's wrong with it today.

@AcidGunner

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oh. so I couldn't compile the old sample due to outdated components and functions. I'll try to convert the tiny3d stuff to gcm once I get home😅😅

@AcidGunner

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ok now it works without tiny3d! :>
{81D503F7-7754-4AD2-82B8-5BBF322C1D3D}

@bucanero
bucanero requested a review from TheMrIron2 November 2, 2026 12:34

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LGTM

@TheMrIron2 the sample is now using gcm and not tiny3d , I think it's good to go

@TheMrIron2 TheMrIron2 left a comment

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LGTM too. Thanks for following the requested changes.

@TheMrIron2
TheMrIron2 merged commit 574b219 into ps3dev:master Nov 2, 2026
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4 participants